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For an overview of feral ghouls throughout the Fallout series, see Feral ghoul.
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Feral ghoul
Fo4 Feral Ghouls
LocationEverywhere
VariantsBloated glowing one
Charred feral ghoul
Feral ghoul
Feral ghoul reaver
Feral ghoul roamer
Feral ghoul stalker
Fog ghoul
Gangrenous feral ghoul
Glowing one
Putrid glowing one
Rotting feral ghoul
Withered feral ghoul
 
Gametitle-FO4Gametitle-fo4fh
Gametitle-FO4Gametitle-fo4fh

Feral ghouls are creatures found throughout the Commonwealth and Maine in 2287.

Characteristics

Biology

The following section is transcluded from feral ghoul. To modify, please edit the source page.

The degeneration into a feral state (referred to as ferocious post-necrotic dystrophy) is not fully understood. It is known that it is a result of a degeneration of the brain (which is not affected by the regenerative mutation of the spinal cord) and emerges following the atrophy of higher brain functions, accompanied by an increased level of aggression and appetite. When the loss of capacity for thought is complete, a ghoul is considered feral.[1][2] The factors that may cause a ghoul to enter this state are unclear, but anti-social or isolated ghouls are more susceptible to it.[3] Exposure to intense radiation may also be a factor – feral ghouls have no body heat and emit lethal levels of radiation, indicating that feral ghouls are for all intents and purposes dead, their functions sustained only by their high irradiation. This allows them to survive for centuries, relying only on the energy provided by radiation – at the expense of a horrifying, emaciated appearance. Understandably, the process is irreversible.[4][5]

Gameplay attributes

These long gone, decaying sacks of flesh run the gamut, from being little more than a nuisance to a hardy and stalwart opponent. Ferals are typically found anywhere that is abandoned, including metro stations, office buildings, factories, and town ruins.

Feral ghouls are encountered in three distinct ways: simply wandering around, camouflaged among the rubble as they sleep, and by occasionally falling out of cracks in the walls and foundations of buildings. Once disturbed however, they growl and scream to alert other ghouls in the vicinity, causing them to attack in packs, viciously rushing and pursuing whomever or whatever disturbs them. The ability to crawl out of the walls allows them to quite easily flank and outmaneuver their targets.

The most important feature is that feral ghouls will reflexively duck and dodge incoming fire while closing distance, making automatic weapons or explosives a preferred method of dealing with them. Furthermore, ferals will not be stopped if they lose a limb or two. If they lose their legs, they crawl. If they lose their arms, they just keep on coming to slam their bodies into and bash their skulls against the attacker. The only way to kill them is to deplete their hit points. Feral ghouls have the ability to climb low fences and drop down from height if it means they can get to their prey.

Variants

Feral ghoul

Having infested most of the Commonwealth, the standard feral ghoul can be encountered nearly everywhere, especially in areas with heavy traffic, such as near train tracks, and especially within the city.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Feral ghoul
''

000758ad
LevelIcon level
3
Experience pointsIcon XP
7
DetectionIcon eye
2
Health pointsIcon heart
35
Damage resistanceFO4DamageResistance
10
Energy resistanceFO4Energy
20
Radiation resistanceFO4Radiation
1000
Poison resistanceFO4Poison
200
FistIcon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
ConfidenceIcon confidence
Cautious: Will avoid/flee from threats unless stronger than them.Icon requiredIcon optionalIcon optionalIcon optional
GroupIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
AttackIcon attack
Melee (15-20 DamageIcon damage)
AttackIcon attack
Radiation Damage (10 DamageIcon damage)

Bloated glowing one

These glowing ones have numerous tumorous growths across their body, slowing them down a bit, but also making them much tougher to take down.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Bloated glowing one
''

000a0eee
LevelIcon level
58+
Experience pointsIcon XP
83
DetectionIcon eye
5
Health pointsIcon heart
800+
Damage resistanceFO4DamageResistance
90
Energy resistanceFO4Energy
175
Radiation resistanceFO4Radiation
1000
Poison resistanceFO4Poison
225
FistIcon fist
Unaggressive: Will not initiate combat.Icon optionalIcon optionalIcon optional
ConfidenceIcon confidence
Cowardly: Will always avoid combat/flee.Icon optionalIcon optionalIcon optionalIcon optional
GroupIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
AttackIcon attack
Melee (35 DamageIcon damage)
AttackIcon attack
Radiation Damage (75 DamageIcon damage)

Charred feral ghoul

Found commonly throughout the Glowing Sea, these variants of feral ghoul have been toughened by radiation burn, and the scorching winds of the Glowing Sea, giving them additional resistances to energy weapons, and making them much harder to take down.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Charred feral ghoul
''

001166a0
LevelIcon level
62+
Experience pointsIcon XP
90
DetectionIcon eye
5
Health pointsIcon heart
855+
Damage resistanceFO4DamageResistance
85
Energy resistanceFO4Energy
140
Radiation resistanceFO4Radiation
1000
Poison resistanceFO4Poison
250
FistIcon fist
Unaggressive: Will not initiate combat.Icon optionalIcon optionalIcon optional
ConfidenceIcon confidence
Cowardly: Will always avoid combat/flee.Icon optionalIcon optionalIcon optionalIcon optional
GroupIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
AttackIcon attack
Melee (0 DamageIcon damage)
AttackIcon attack
Radiation (30+ per sec. DamageIcon damage)

Feral ghoul reaver

While there is nothing biologically special about these feral ghouls, it is of note that they still don the metallic pieces of their past armour, lending them much more defense in battle.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Feral ghoul reaver
''

0007ed09
LevelIcon level
22
Experience pointsIcon XP
32
DetectionIcon eye
2
Health pointsIcon heart
290
Damage resistanceFO4DamageResistance
40
Energy resistanceFO4Energy
60
Radiation resistanceFO4Radiation
1000
Poison resistanceFO4Poison
200
FistIcon fist
Unaggressive: Will not initiate combat.Icon optionalIcon optionalIcon optional
ConfidenceIcon confidence
Cowardly: Will always avoid combat/flee.Icon optionalIcon optionalIcon optionalIcon optional
GroupIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
AttackIcon attack
Melee (40 DamageIcon damage)
AttackIcon attack
Radiation Damage (30 DamageIcon damage)

Feral ghoul roamer

Aged ghouls that sport a bit higher health and resistance than the standard feral ghoul.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Feral ghoul roamer
''

0011669d
LevelIcon level
9
Experience pointsIcon XP
13
DetectionIcon eye
2
Health pointsIcon heart
120
Damage resistanceFO4DamageResistance
15
Energy resistanceFO4Energy
30
Radiation resistanceFO4Radiation
1000
Poison resistanceFO4Poison
200
FistIcon fist
Unaggressive: Will not initiate combat.Icon optionalIcon optionalIcon optional
ConfidenceIcon confidence
Cowardly: Will always avoid combat/flee.Icon optionalIcon optionalIcon optionalIcon optional
GroupIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
AttackIcon attack
Melee (15 DamageIcon damage)
AttackIcon attack
Radiation Damage (10 DamageIcon damage)

Feral ghoul stalker

Often appearing as deceased, stalkers will ambush any prey that walks near them, and will often crawl through windows and across walls to ambush their prey as well.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Feral ghoul stalker
''

00165790
LevelIcon level
15
Experience pointsIcon XP
22
DetectionIcon eye
2
Health pointsIcon heart
200
Damage resistanceFO4DamageResistance
30
Energy resistanceFO4Energy
45
Radiation resistanceFO4Radiation
1000
Poison resistanceFO4Poison
200
FistIcon fist
Unaggressive: Will not initiate combat.Icon optionalIcon optionalIcon optional
ConfidenceIcon confidence
Cowardly: Will always avoid combat/flee.Icon optionalIcon optionalIcon optionalIcon optional
GroupIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
AttackIcon attack
Melee (30 DamageIcon damage)
AttackIcon attack
Radiation Damage (20 DamageIcon damage)

DeadIcon dead Bottlecap

Fog ghoul

Found only across The Island, these ghouls consist of the locals that have turned feral due to overexposure to the radioactive fog that plagues the region.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Fog ghoul Far HarborGametitle-fo4fh
''

xx000000
LevelIcon level
3
Experience pointsIcon XP
30
DetectionIcon eye
?
Health pointsIcon heart
?
Damage resistanceFO4DamageResistance
10
Energy resistanceFO4Energy
20
Radiation resistanceFO4Radiation
1000
Poison resistanceFO4Poison
200
FistIcon fist
Unaggressive: Will not initiate combat.Icon optionalIcon optionalIcon optional
ConfidenceIcon confidence
Cowardly: Will always avoid combat/flee.Icon optionalIcon optionalIcon optionalIcon optional
GroupIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
AttackIcon attack
Melee ( DamageIcon damage)
AttackIcon attack
Radiation Damage ( DamageIcon damage)

Gangrenous feral ghoul

Some of the most dangerous feral ghouls that can be encountered, the gangrenous variant sports an unusually high amount of health, energy resistance, and hit hard enough to easily take down even the most well equipped wastelander.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Gangrenous feral ghoul
''

0011669e
LevelIcon level
42
Experience pointsIcon XP
61
DetectionIcon eye
3
Health pointsIcon heart
500
Damage resistanceFO4DamageResistance
60
Energy resistanceFO4Energy
90
Radiation resistanceFO4Radiation
1000
Poison resistanceFO4Poison
200
FistIcon fist
Unaggressive: Will not initiate combat.Icon optionalIcon optionalIcon optional
ConfidenceIcon confidence
Cowardly: Will always avoid combat/flee.Icon optionalIcon optionalIcon optionalIcon optional
GroupIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
AttackIcon attack
Melee (60 DamageIcon damage)
AttackIcon attack
Radiation Damage (50 DamageIcon damage)

Glowing one

Feral ghouls that have absorbed an unnaturally large amount of radiation, these variants now and emit low-level radiation, harming living entities near them, and even healing other nearby ghouls.

In battle, glowing ones have the unique ability to let out the radiation building up within them as a burst of energy, which will bring any nearby and deceased ghouls back to life, regardless of removed limbs.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Glowing one
''

00020bcc
LevelIcon level
22
Experience pointsIcon XP
32
DetectionIcon eye
3
Health pointsIcon heart
400
Damage resistanceFO4DamageResistance
40
Energy resistanceFO4Energy
80
Radiation resistanceFO4Radiation
1000
Poison resistanceFO4Poison
200
FistIcon fist
Frenzied: Will attack anyone else.Icon requiredIcon requiredIcon required
ConfidenceIcon confidence
Brave: Will avoid/flee from threats only if severely outmatched.Icon requiredIcon requiredIcon requiredIcon optional
GroupIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
AttackIcon attack
Melee (40 DamageIcon damage)
AttackIcon attack
Radiation Damage (35 DamageIcon damage)
AttackIcon attack
AOE Rad/Revive

Putrid glowing one

Glowing ones covered in open sores, the putrid variant gives off more radiation, and hits harder than any other type of feral ghoul.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Putrid glowing one
''

0011669f
LevelIcon level
40
Experience pointsIcon XP
57
DetectionIcon eye
4
Health pointsIcon heart
650
Damage resistanceFO4DamageResistance
75
Energy resistanceFO4Energy
150
Radiation resistanceFO4Radiation
1000
Poison resistanceFO4Poison
200
FistIcon fist
Unaggressive: Will not initiate combat.Icon optionalIcon optionalIcon optional
ConfidenceIcon confidence
Cowardly: Will always avoid combat/flee.Icon optionalIcon optionalIcon optionalIcon optional
GroupIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
AttackIcon attack
Melee (75 DamageIcon damage)
AttackIcon attack
Radiation Damage (60 DamageIcon damage)

Rotting feral ghoul

Feral ghouls that have entered advanced decomposition, and as such, are only marginally weaker or stronger than the standard feral ghoul. This variant is usually encountered as stalkers, lying in wait for their prey to walk past them.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Rotting feral ghoul
''

0007ed07
LevelIcon level
52
Experience pointsIcon XP
76
DetectionIcon eye
4
Health pointsIcon heart
700
Damage resistanceFO4DamageResistance
70
Energy resistanceFO4Energy
110
Radiation resistanceFO4Radiation
1000
Poison resistanceFO4Poison
225
FistIcon fist
Unaggressive: Will not initiate combat.Icon optionalIcon optionalIcon optional
ConfidenceIcon confidence
Cowardly: Will always avoid combat/flee.Icon optionalIcon optionalIcon optionalIcon optional
GroupIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
AttackIcon attack
Melee (60 DamageIcon damage)
AttackIcon attack
Radiation Damage (50 DamageIcon damage)

Withered feral ghoul

Feral ghouls that look to be severely dehydrated, the withered variant, like their rotting cousins, are largely seen feigning death, and waiting for their prey to walk past them.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Withered feral ghoul
''

0007ed08
LevelIcon level
32
Experience pointsIcon XP
47
DetectionIcon eye
3
Health pointsIcon heart
350
Damage resistanceFO4DamageResistance
50
Energy resistanceFO4Energy
75
Radiation resistanceFO4Radiation
1000
Poison resistanceFO4Poison
200
FistIcon fist
Unaggressive: Will not initiate combat.Icon optionalIcon optionalIcon optional
ConfidenceIcon confidence
Cowardly: Will always avoid combat/flee.Icon optionalIcon optionalIcon optionalIcon optional
GroupIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
AttackIcon attack
Melee (50 DamageIcon damage)
AttackIcon attack
Radiation Damage (40 DamageIcon damage)

Appearances

Feral ghouls appear in Fallout 4 and its add-on Far Harbor.

References

  1. Fallout 4 loading screen hints: "While they can easily be mistaken for zombies, Feral Ghouls are actually horribly irradiated humans whose brains have rotted away, causing madness."
  2. Tenpenny Tower terminals; Exploration Database, Feral Ghouls
  3. Underworld terminals; Research Terminal, Study Of Ferocious Post-Necrotic Dystrophy
  4. The Lone Wanderer: "I need more details... What's the breach all about?"
    M.A.R.Go.T.: "Internal visual sensing equipment is detecting numerous unidentified persons in the southeast tunnels area. The individuals have damaged metro equipment and refused dialogue with our security units. In accordance with U.S. Security Statute A567/B, the use of deadly force has been authorized."
    The Lone Wanderer: "Can you tell me more about these unidentified persons?"
    M.A.R.Go.T.: "My apologies. My sensing equipment in that area must be damaged. My equipment indicates the persons possess no internal body heat and are emitting lethal levels of radiation."
    (M.A.R.Go.T.'s dialogue)
  5. Little Yangtze terminals; Little Yangtze Log Terminal, Elijah's Journal - Day 2
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